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Broccoli Clock

Vintarian
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Everything posted by Broccoli Clock

  1. I mean the obvious solution would be to make the potatoes drop the rates the turnips do, that reflects real life, while reducing the turnip drop, again reflecting real life. This. I completely agree. For most it would be just another crop for the cottage core vibe, and I am all here for that. I think the game does well with the variants of flora and fauna, but I do feel it could be expanded quite a bit (yes, there are mods, but just in terms of vanilla). It's work, of course, and what level of a priority it is over other things, I just don't know.
  2. Don't worry not a rant, nor is it an complaint, just a post for awareness. If the image is a little too small to make out, essentially I had 90 units of unpoured bronze, the ingot I started to pour had 6/100, by rights I should have been left with an ingot minus 4 units when I completed that pour. Whether this is an issue related to round up numbers or simply just a slight bug in how the number of units are calculated, doesn't really matter. If anything this is good, as I never needed to smelt 4 units of bronze (in fact, can I technically make 4 units of bronze based on the % ratio?). Keep this in mind if you find yourself in a similar position.
  3. .. desperate for that extra love, eh? I'll do you one better and mark you as the solution as in vanilla it seems that I can't replicate what I want. The trap door option is an interesting one, I had tried it before but was unaware of the openDoorsNotSolid modifier. Is it bad that now I know about it, I think that it should be on by default. If you open a door, it's open, your room shouldn't be secure. One thing I had considered was using the QP Tools, as apparently you can make 'custom doors' which reflect the rooms mechanic. Does it work with the greenhouse mechanic? Could I use it with glass? The good news is there is actually a video from QPTech explaining how it works, the bad new is it's 3 years old so not sure just how up to date it is (perhaps that mechanic hasn't changed).
  4. Maybe less of a humorous story and perhaps a humorous moment. I am in a new playthrough, started it about 40 hours ago, I had thought I'd started the world in a warmer climate than normal, not equator but warmer. I get towards November and I'm noticing the colour of everything is changing. That's fine, I'm in a warmer climate, right? I didn't plant a farm or create a greenhouse because why should I need to, it's a warmer climate, berry bushes, hunting and random crops will still be available. It got colder. That's fine, I'm in a warmer climate, right? Wait, the berry bushes have stopped flowering, that's not good. Better get a simple farm up and running, won't need a greenhouse. After all, I'm in a warmer climate, right.. It was at this very moment, I realise I "done f*cked up"... It's December, the snow is now definitely falling, the crops I put down struggled to grow and are now giving half yield, and the weather is getting so cold that I have to harvest them despite not being fully grown. It's a choice between nothing, or a return of the seeds with a small % drop for the crop. It'll all be fine... after all, I'm in a warmer climate, right..
  5. I get where you are coming from. If we take pottery for example, the devs made a choice for us to shape it manually. They could have reduced user interaction by removing the shaping functionality, and the shape magically appearing once you select it from the available shape menu. On the flip side, they did include some rudimentary tools such as changing the amount of clay you add, as well as a copy/paste option. We sort of have a middle ground, a little bit grindy but some QoL add in. I feel that's probably the sort of level they should aim for fishing to keep it consistent in the game. Too simple and it'll lose it's charm, and likely become OP, too complex and you can lose those like you who feel it's a bit overkill (and those players who are time poor). Introducing variables such as a % increase of catching fish while it's raining I don't think creates complexity, or the amount of grind involved, but it does add a touch of realism.
  6. I know the answer to this is .. ..but hell mend me, I'll keep asking This, I want some way to replicate this, so that when it comes to summer I don't need to take roof tiles off in order to reduce the heat buff.
  7. Ok, that is really odd. I mean I sort of vibe having the game paused for a couple of days (not sure if you mean IRL or in game) as my adhd has that effect on me. I'll be in the middle of something, think "ooh, I could do a coffee", go make that coffee, then get sidetracked only to return many hours later realising I'd literally just stood up mid game (without even pausing) and walked away. I know this isn't the answer, but I'll put it in here anyway, there is a time stop command, /time calendarspeedmul What's nice about that command is that you can set it to 0, sit on a hillside and watch as the world continues as normal (day/night cycle, animals, clouds/weather, etc) but the date ticker will no progress at all.
  8. Yeah, I think that seems to be a bit of common comment. You can increase the amount of "clutter" but how that clutter is made up should be amended for high foliage configs. At present it's pretty much a blunt tool, rather than a scalpel.
  9. I am getting an error, but it's from one of my mods, I think Primal Survival or Tera Pretty, not properly checked I only saw the text in the loading dialog. The map seems fine, and while my base isn't particularly huge, it's nothing more than effectively a couple of crofts but I don't see anything out of place (or the dreaded [?] blocks).
  10. Would I love a properly implemented fishing system that takes in time of year, time of day, the relevant weather (and shade), the water type, currents, etc...? Yes, of course, everyone would, even if you'd never utilise it fully. Would I dislike a very simple "other block game" style, where you tediously click the mouse button every 20 seconds or so with what you get based on RNG rather than any immersive factor? Yes, I would really dislike that. Others may be happy, but to me it would see worse than not implementing it at all. What will it be? Sadly for me, it's going to lean towards the latter of these two, and I just hope that it move far enough away that it's not just a direct copy of the other game. Ultimately though, even if it's entirely basic, if they keep the hand catching fish mechanic then I'll just stick to that.
  11. Hmm...not the choice of word I'd use. Remember the term malware is a concatenation of malicious and software. I don't think you could claim Steam is being malicious. I'd perhaps even say Epic (and their mining services) aren't malicious. Something like Origin or UPlay, yeah, they are malicious as both companies have effectively admitted as much. Now, if you wish to rant on about how the orphan crushing machine of late stage capitalism slides the world into a post fact, techno-feudal, oligarchy and that we as individuals have a determined value based on how much data they can mine from us, then brother... trust me, I am all here for that!
  12. First off apologies for that, thanks for the correction. The confusion comes because I initially thought it was an open wiki and went to create an entry for rammed earth. It seems a shame it's missing as it has several textures and is nice to build with at the start. I was unable to register to edit it, went and asked on here if it was possible and either got no response or a "no" in reply. This was ages ago, and I am sure that screenshot you shared had different text back then, but I can't be sure. If it explicitly says "ask in discord" I would have asked in discord, and the fact I didn't suggests either my memory is shot (a possibility) or there was different text previously. ..then put in an entry for rammed earth! I wouldn't mind being a wiki editor, although I feel I'd need to have a connection to someone in the dev team, or a greater visibility of the codebase, to really do that job justice. Official wikis are really important in building trust with your player. If it, the player's own experience and the handbook don't all line up perfectly, it can affect the overall trust in the game. It shouldn't, but it does, and I've seen it in other games. In summary though, while I do appreciate the correction, it's actually a bit moot as we know there is a bug report in about this, and in turn it's been flagged as needing fixed (and by implication, not intended) irrelevant of what it says in the Wiki.
  13. Ok, so I did a quick check, and on my computer there is a folder called VS Textures, not sure if that naming schema is mine or the way the files output, and I honestly don't remember the command line to output the files. IIRC it was just one command and took a few seconds. Now, if I look in that folder (one deep, no sub folders), there are lots of .png files relating to textures. So, for example, there is a file called fertmedium.png and it is 32x32 and looks like this.. What I can't find is the rendered icon for things like the axe, rather than the texture of the axe. Interestingly I do have a folder with those icons in it, but it's far from complete and I think it's just a few icons I moved over from another folder containing the full set. Thing is, I outputted them a good 8 months ago, and have forgotten the command line, what's more I suffered an HD failure between then and now, and while I have backups for everything, they are scattered all over the place. In short, it is definitely possible to export the textures, I'm pretty sure you can export the rendered icons, but I am not sure of the commands for either. Even if the latter is not possible, and I could be getting a little mixed up, you can rip those icons from the Wiki, for example here is the axe.. https://wiki.vintagestory.at/Axe#/media/File:Axe-copper.png ..and there is the chance that's where my incomplete tool folder comes from, I may have just ripped them from the wiki, although the consistency of the image is not all that good, with that axe png being 400x400, and I've noticed other icons, say the one for meat is much less.. https://wiki.vintagestory.at/Meat#/media/File:Bushmeat-raw.png ..it is just 100x100. I apologise if I am leading you astray here, someone with better knowledge about how the games internal files are structured will be able to correct me.
  14. I use Tera Pretty. It seems to generate something a bit more realistic. In fact, I used it for a water world which (with a bit of tweaking) created a map looking pretty much like this, which may appeal to you @jaelyn666
  15. Is it not simply the heat, rather than it be a salt/fresh water divide. I have (heh, had) a water world that was predominantly sea water, it's colour was defined by the heat. I only got "greener" ocean nearer the equator, and in turn those were the places with the new coral.
  16. Must... not... open... Pandora's... Box...
  17. Scary? Nope, not for me, but then I find absolutely no game scary. I'm bemused by the whole horror/reaction genre on YT. It's a game, it's programmed, it's entirely predictable, it's not scary in the slightest, but then that's just me I suppose. I don't find horror films scary either. After all it's just melodramatic screams and lots of fake blood, if I wanted that I could just have sex... Annoying? Sort of, I mean it really depends. If you are time poor and don't want to waste 10 minutes sitting in your mud shack then sure it can be annoying but start extending that logic and it can also cover "why have mobs at all, they are just annoying". I leave storms on because "that's the way the world is meant to be". I'm not gatekeeping here, turn storms off, turn mobs off, hell go and turn temporal stability completely off, you do you, but I wouldn't find much enjoyment in that, you are as well playing creative at that point.
  18. Just use a symbolic link (symlink), that's what I do. I have a fairly small boot drive that I like to keep pretty clean, no apps and no games they all go on a separate drive. This can be problematic as Microsoft keeps telling devs that they should store their data in the user profile, the user profile is on the boot drive. This means, that I am still stuck with Gb of data going to my boot drive when I don't want it to. This is what symbolic links were created for, they are about as ancient as DOS itself and is supported across all operating systems, so this trick can be used by mac/linux users too. If you feel comfortable using the command line to create a symlink, the instructions are in the spoiler below. It's recommended that you make a backup of your folder before you do this. Don't worry, symlinks were specifically introduced to do exactly this task, but better safe than sorry. If anyone has questions, fire them at me.
  19. One thing you might like to do is add the icons for the items. There is actually a console command which will output all the icons as png files so you don't need to capture them individually in game. Sadly, it was some time ago I used the command, so have forgotten it. I'm sure some kind person on here will know it though.
  20. This is a bit of a minor point, but ASCII is one of the worst ways to store data, if it's unsigned you are limited to 0 - 255, and if signed that goes down to 0 - 127. My 2 cents worth about rivers is that they will never really be implemented in the way I'd like, and that is purely down to the amount of work it would take. I've written about this elsewhere so I won't repeat word for word, but as we have complex(ish) geology being generated then the water should fit into that. It should cut away sandstone, creating valleys and even canyons, it should pool up into deltas and flood plains when the rock below it is impermeable like granite. The sources should be ice water drainage, and upwelling of springs. There should be tributaries and based on geology, water falls where it cannot weather the rock away. All these, and trust me I could have written more, are "wanting the Moon on a stick", not only would it be a considerable task writing the code to do all this, the idea of having to test all the random possibilities without the game generating completely impossible water flows would seem like a Sisyphean task.
  21. If there is one rule in VS it's this, if you are looking for something, and you've spent perhaps hours and travelled 100s of blocks searching, what you seek will literally be in your back yard. Clay is normally the one that follows this rule, you need it early game and if you are new to the game you might not know where it spawns or what it looks like. You'll likely spend ages hunting it down, and now festooned with stacks of clay you make your way home, only to literally walk over a huge clay deposit 25 blocks from your base. It's always this way. As a newbie, could I really recommend the handbook, not only is it a mine of useful information, and the antidote to those who have brought "the other block game" meta to this one, but it actually shows images of what the crops look like in their different stages. So, for example, carrots.. Just for reference, you won't get a guaranteed seed from any crop unless fully grown, although the % of getting one that isn't fully grown is still pretty high. I've gotten seeds from crops at stage 2/7, and none from those at 6/7. There is a similar % for getting the actual crop, although it's much lower and you tend to only get crops from plants almost fully grown. You always get crops from fully grown plants.
  22. Welcome to the forum. In terms of world gen, where we are at just now is that there is always a trader nearish to your spawn, I think this is purely for onboarding as the traders are the key to introducing the lore/meta to the game. As for the rest of them, I don't think there is either a specific option to turn them off (or reduce their numbers) during world creation, the wiki lists a lot of commands that are possible, https://wiki.vintagestory.at/World_Configuration. You could play in "Homo Sapien" settings, as opposed to the classic Survival - you make this selection before spawning a world, and while that would remove the traders it would do so completely. It would also remove the lore and ruins. Which may not be what you want. There is a World Edit option, but you need to be in creative and as I've never used it before I am unsure if you can load already generated worlds in and then delete whatever traders you feel are too close. https://wiki.vintagestory.at/How_to_use_WorldEdit Ultimately, the traders are both essential for the lore, and useful for players (altho I'd say more important in early game for essentials and late game for fancy decor/clothes, less so in the mid game), but I can see how they may seem OP (after all they have a bed and a door, and unlike something like 7 Days to Die the traders don't chuck you into the night after a certain time) and can be easily "abused". Hope that helps, although I apologise for not giving you the exact answer you wanted.
  23. I know it's just a typo, but it still gave me a chuckle..
  24. That is the most sensible decision, you're making a mod wrapper not a specific mod. So, for example, if you were making a very niche farming mod, you'd perhaps be expected to make it compatible with the commonly used farming mods. However, it's to be expected that a "mod roller" would be vanilla specifically. In terms of modifications, it really depends on two things, how much down the rabbit hole you like to go, and how much you over engineer your code. Less is sometimes more, and having the basics covered in a very generic format I think provides what I'd (and possibly others) expect from the app. The only thing I can see, and this is purely because you chose to create your json/zip file using a remote api, you might want to log what the most common combination of "traits" people add, and have cached versions to reduce traffic and footprint on the server. That's probably overkill for the scope of the app at present, but it's about the only thing I can think of that you'd maybe look at.
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